I came in this forum to ask for some way to tell your bots to move not relatively to another entity ( wich is a real pain in the ), but also absolutely, like just a "Move to the ally side", which can be completed, I think, by just adding portions of the wall as entities we can go to, for example.

I have to admit that as a prog, I'll 100x prefer what the main message ( it makes me think about http://robocode.sourceforge.net/, but, well, it's not the same public I guess ) describes.

The actual system is horrible to have real strategical placement, just allowing to tell our bot to move without being SO DEPENDANT of the groundfield would be amazing, and plus, byebye allInMiddleAllShootAtSight strategies polluting at least until mid-silver ranked games ( just boring games ).

English's not my native, so I'm sorry if I did horrible spelling mistakes or whatever. I hope the game continue to improve, it has so much potential.

ConsciouS-0nE wrote:I, we can play this game as it is. I wasnt worried about us, you or me.Its to simplify a lot of things.For everyone. I am for ALL

I am pretty sure this "free movement feature" would make Gladiabots even more complex. More options lead to more complexity."blah full explanation blah"

ConsciouS-0nE wrote:[...] You program without programming, or dont worry if youre not a programmer.Because not everyone is, And your everyday human doesnt have an above average iq(like you) Who could do some work around the available game which could do what seems "impossible" possible.

Gladiabots is about creativity.Not about stacking hundreds of condition nodes to figure out where to move to.

Free Movement? No! If yes then a one program for one command ingame should be like this,bot has an area (arena) and they can navigate any area. If you are thinking it as mesh. And yes it could probably work out. If it is complicated well garlic now it is not going to be in game.

I guess the whole point of an AI is that it can adopt to different environments. Hardcoded positions would break the whole concept.On the other hand, relative instructions (stay away from walls/open spaces) could be interesting.

Monger81 wrote:I guess the whole point of an AI is that it can adopt to different environments. Hardcoded positions would break the whole concept.On the other hand, relative instructions (stay away from walls/open spaces) could be interesting.

Speaking about linked Trello ticket, we don't need to introduce 9 new reference points. Distances to each individual wall and each center line will already give us pretty granular grid of cells (each 2-5 meters long).

Refine distance measurement a bit by splitting middle range to 2 intervals and long range by 3 and grid will be of approx. 2,5 meter cells! +Bonus: better in-fight distance handling (thing we miss a lot btw)

I really prefer implementatios in good align with existing game design.

Norljus wrote:Instead of adding more preset ranges I'd rather prefer the ability to specifiy my own arbitrary uper and lower bounds.

Sure, but will it align with all other filters? How the game will change if you are allowed to specify arbitrary values for everything? How nodes with such arbitrary ranges (or sets of ranges) will look like? What changes editor UI and AI evaluation engine will require?